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Everything posted by Flanker562
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Was doing some sling load practice with the Ghost Hawk and when lifting the Cruise Missile Container I was having issues all of a sudden. So to remedy that I've made the Cruise Missile Container heavier, so it can only be lifted by the Huron or Taru. I don't know if any milsim units are having any issues with lifting it with a Ghost Hawk, but it made me concerned, so it's heavier and can only be lifted by those two (or any helicopter that can lift more than 4500kg).
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EricJ Cherokee Containers RC17 - Increased the number of First Aid Kits and MedKits.
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I'd rather go with German engineering than half-assed work from TW, that's my opinion on the matter. I mean, I use eye measurements for models I've done in Arma 3, as you can't (or maybe I just haven't found after all these years) model according to exact measurements. I mean, it's a valid argument while I may not use the Shafrir 1 and 2, but it's good knowing that they're well-researched.
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Linebacker and the F-4E
Flanker562 replied to Mr_Tayto's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The impression I got with Wrench that is was player controlled ECM pods, not AI, as tests I've done showed that they more or less work when AI controls it. It could be becasue it was an internal jammer as opposed to pods, but that's the first I heard of that. Maybe @Wrench could shed some more light on that though, but okay. -
Linebacker and the F-4E
Flanker562 replied to Mr_Tayto's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yeah I don't really know the effectiveness of the Vietnam-era ECM honestly nor modern systems and how effective they really are. A video on the Growler produced an EWO's response of "it depends", and that's hard to translate to effectiveness in the game, since that's what I'm angling to do. I just made up some values based on Homefries's work with the EA-6B pack and went from there. Honestly I was shooting in the dark when I did the SH stuff, so that's about as "modern" as it gets I guess. -
Linebacker and the F-4E
Flanker562 replied to Mr_Tayto's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I don't know how it works out, but the ECM values I have for my Super Hornets are pretty good, so there's hope, just not much with other systems I suppose. -
Linebacker and the F-4E
Flanker562 replied to Mr_Tayto's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
From what I understand the ECM pods are simply eye candy. Wrench stated that a patch borked them, so carrying them is useless, and for it to "work", it has to be an "internal" ECM jammer for the game to recognize it. Overall some of the ECM pods even when Internal (ALQ-131 I'm looking at you) don't work vs. various threats. So overall you're still taking a chance with them anyway, and frankly don't think that they're up to par with threats anyway. Kinda a waste of pylon space. -
IAI Lavi
Flanker562 replied to Stratos's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
Nope -
Linebacker and the F-4E
Flanker562 replied to Mr_Tayto's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I guess (I don't know the reasoning) it's because Navy jets operate off a carrier, so an internal jammer would make sense in the terms of weight and pylons available for weapons and stuff. I mean I never knew the reasoning and curious what somebody who knows has to say on this, as I'm curious myself. -
Well after a test I finally got the SAM Container working. I bounced the idea of just creating a missile, but I figured it would be more suitable for the Titan AA missile to be used. Right now I don't have much planned for any of my mods, so I can maybe rest on the laurels a bit and take a break while I get used to the milsim unit I just joined.
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EricJ Cherokee Containers RC16 - Added a "SAM Container", that fires Titan AA missiles, and has 24 missiles. It is useable by players and UAV AI alike.
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EricJ Helicopter Pack RC87 - SAM Container Turret now works, can engage with the player using it. https://drive.google.com/file/d/13j6e3PTlVz4TCIBOAtJK6bPTm-JtVSOU/view?usp=sharing
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Crashing mid-mission
Flanker562 replied to Mr_Tayto's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yeah, but who knows it may work too. I usually don't play campaigns so I can only do so much and not much I can do to help. -
Crashing mid-mission
Flanker562 replied to Mr_Tayto's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Could be just the mission and think about getting an external hard drive. So far mine has been reliable, but having one and saving stuff is a must for some programs, but I think the mission just may be borked. -
Well the Search function didn't work as it should. Anyway maybe contact angelp for that, but I would think that it would use the default sounds, or the sounds are broken. And a quick look at the Data.ini of the systems, it shows TruckLoop, or TankEngine, which are default sounds, so not sure. If you mean the radar, it intentionally (with a virgin download) shows no sound with the radar vehicle. So what you should do is open that Data.ini and where it says: [Sound] EngineSoundName= MovementSoundName=' Put TruckLoop after the EngineSoundName= That way you'll have at least a sound with it. But I'm guessing that the sounds are by default anyway, so not sure what I can do to help with that if it's not making sounds while launching.
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I may not be able to help, but what exact sound are you looking for? Missile launch? Vehicle noise (which should already be configured I assume) or what exact sound do you need? Furthermore where did you get an HQ-9 for the game? I didn't find it in the Downloads. Is this a DAT product? If so you may need to go to their forums and ask this question if you didn't (or whatever respective maker of the mod) get it from here. I mean we can only do so much.
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No, there's no way to change it, other than some modder who might know how to do so. If not, well what you see is what you get. You also have to hit E (works with guided LGBs and Maverick style weapons) to select the target. SF2 has no DCS style manual control of the seeker. Pressing E will automagically slew it though, if that's the primary target and random target.
